perk htts

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RoboTel
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Post by RoboTel »

Admittedly, I was thinking of the nerve gas as something the HTTs would get automatically, rather than the tac-missile. In that case I felt it would be too powerful. Just permitting them to use it might not be too good, but seems mostly pointless for dealing with the problem itself, it would just make them slightly better at taking undefended mines and the like.

Free or TTs. or perhaps just significantly faster TTs might also work. It seems more in-line with current expansion than adding nerve-gas.
Weylin
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Post by Weylin »

juckto wrote:QUOTE (juckto @ Nov 12 2009, 07:00 AM) How about giving TTs EMP missiles and giving HTTs some version of a nerve gas missile?
If I posted this, I would be getting flamed right about now.

Eh, nerve gas seems a bit much for an HTT, the whole point is that it has to reach the door, not make a straight run from whatever direction.

I'd just suggest giving TTs the abilty to mount maybe 4 EMP cannons, or something completely different, so long as it's less effective than the EMP missiles.
As for the HTT, just reduced signature?

[/voobpost]
:lol:
DasSmiter
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Post by DasSmiter »

A small perk to sig is probably the only thing they'd get after all of it. Even before CC HTTs weren't a win button against sup. They required then, as they do now, a moderate measure of skill and coordination and while we may make a small nod towards the general uselessness of alleg players at times it doesn't mean we base all our decisions around that one phenomena.
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zombywoof
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Post by zombywoof »

Besides you can get teams to HTT, it's not impossible.
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Adept
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Post by Adept »

Giving TTs EMP missile? Just remove TTs if this is wanted.

HTT with nerve gas sounds bizarre. Keep HTTs essential nature as is. If they are seen as too weak for the price and effort, removing TTs will make them a better deal even at current effectiveness.
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ogorass
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Post by ogorass »

TTs with some sort of 'hvy EMP cannon', that would take about 20-25s to down an op shield would be nice. Now to pull it off, you have to sacrifice 3-4 EMP ints, and that's too much for a mid-sized game. If TT could do that by itself, we could actually see it used.
As for nerve gas for HTT, it might turn out to be the next cheese sadly... maybe just make it effective against small bases...? Capping teles and refs would be pretty damn awesome against sup.
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Hellsyng
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Post by Hellsyng »

ogorass wrote:QUOTE (ogorass @ Nov 12 2009, 01:30 PM) TTs with some sort of 'hvy EMP cannon', that would take about 20-25s to down an op shield would be nice.
*snip*
maybe just make it effective against small bases...? Capping teles and refs would be pretty damn awesome against sup.
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TurkeyXIII
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Post by TurkeyXIII »

ogorass wrote:QUOTE (ogorass @ Nov 13 2009, 04:30 AM) As for nerve gas for HTT, it might turn out to be the next cheese sadly... maybe just make it effective against small bases...?
Code change. Station capture property of missiles doesn't use a DM so you can't specialize it for anything.
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Weylin
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Post by Weylin »

You could make nerve gas missiles that only bring down the shields of light bases, but if a bomber tagged along, it could cap anything
HSharp
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Post by HSharp »

Weylin they are saying for HTT's, not TT's. The HTT can just fire EMP missiles and then NG the base.

Nerve Gas for HTT's doesn't sound too bad actually I mean think about it the HTT has to close into SRM EMP missile range and lower the bases shields then switch to NG and fire it, if would be quicker just to fly into the green door but this allows the HTT to approach from different angles, this would work well if not for Bios where it would actually be ultra cheese, it's already hard enough to stop a Bios HTT run when you know where they are trying to get to, give them NG as well and you need to do more then ram it away from the green door which will be a bitch when Bios HTT's can get within 2k of a techbase before getting eyed.
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